Greetings, it has been a long time since I've posted on the forums. Thought I'd get back into the community as it helps with the creative juices to talk with other 3D artists.
Here is my latest project, the TOS Enterprise, but in the style of J.J. Abrams 2009 remake.
-total production time: 3 days
-3200 polygons
-1 2048x2048 diffuse map
-5 2048x2048 DX9 shader maps
bitkar
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Re: TOS NCC - 1701 USS Enterprise 'J.J. Abrams' Style
Postby bitkar »
render look quite good, i like the light effects., the model is not bad itself, the texture too but... is it supposed to be a lowpoly object?? I would use alot more polygons, coz the round parts are not actually round, which takes the model down. Its quite shame and wasted potencial because of that polysaving. Try using SDS on some parts, maybe it will help without too much work spent on making it better. I would make it myself few tenths of thousands polys, 3000 is really too few.
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)
Dragneye
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Re: TOS NCC - 1701 USS Enterprise 'J.J. Abrams' Style
Postby Dragneye »
Very nice Moondog.
v3rd3
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Re: TOS NCC - 1701 USS Enterprise 'J.J. Abrams' Style
Postby v3rd3 »
Van Nuys.... wait.. too west coast.....
Very Nice....
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Re: TOS NCC - 1701 USS Enterprise 'J.J. Abrams' Style
Postby Moondog »
Ah sorry should have explained, this is for in-game rendering. What you see is a DX9 engine render, not a render from a modeler.
I plan to make the romulan mining vessel in the style of TOS as well then build a small real-time demo, maybe even a mini-game shooter.
Thanks for the comments.
I do however plan to make a high poly version and do a couple animations with it.
bitkar
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Re: TOS NCC - 1701 USS Enterprise 'J.J. Abrams' Style
Postby bitkar »
still doesnt explain why its so lowpoly... round things are not round but n-gons. Even games have smoother surface.
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)
Moondog
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Re: TOS NCC - 1701 USS Enterprise 'J.J. Abrams' Style
Postby Moondog »
Have you ever programed a game before? There are limits, you can't just throw in as many polys as you want and hope for the best. You have to work with memory limits, especially when your using several different shaders on one object. Add in other ship objects, AI, raycasting for weapons, control, SFX for weapons and explosions, etc and you eat that memory up real quick. You go from a game running at a smooth 60fps to a sluggish 5fps when you don't plan ahead.
3200 is juts fine.
bitkar
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Re: TOS NCC - 1701 USS Enterprise 'J.J. Abrams' Style
Postby bitkar »
certainly you have to plan ahead, thats right... but it just seems too less polys for me in this century, sorry. But its your project and it doesnt look bad at all. I only say that it could easily look better. Ok for ingame not 80 000 polys, but at least double (or tripple) of what you have now. 3000 is good for LOD or just when you see it very far or when you will have many many many of this ships. IMHO you save polys that much so even a 5-10yrs old computer could make 30fps without problem, which is good, but its payed with the quality.
btw: i dont program games, i knew and cooperated with few fantastic programmers some yrs ago and I play games. So i know how many polys ingame objects have nowadays. I also know that good programmer (and CG artist) can make very nice looking game blazin fast and on the other hand bad programmer can make average (even poor and too simple) looking game incredibly slow. So i think few more polys that would make the object rounded not this "edged", would not hurt that much. All I say - this is toooo few. But again, its your project and just my opinion. Your project, your way.
Good luck, Iam out. :)
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)
RAYMAN
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Re: TOS NCC - 1701 USS Enterprise 'J.J. Abrams' Style
Postby RAYMAN »
bitkar wrote:certainly you have to plan ahead, thats right... but it just seems too less polys for me in this century, sorry. But its your project and it doesnt look bad at all. I only say that it could easily look better. Ok for ingame not 80 000 polys, but at least double (or tripple) of what you have now. 3000 is good for LOD or just when you see it very far or when you will have many many many of this ships. IMHO you save polys that much so even a 5-10yrs old computer could make 30fps without problem, which is good, but its payed with the quality.
btw: i dont program games, i knew and cooperated with few fantastic programmers some yrs ago and I play games. So i know how many polys ingame objects have nowadays. I also know that good programmer (and CG artist) can make very nice looking game blazin fast and on the other hand bad programmer can make average (even poor and too simple) looking game incredibly slow. So i think few more polys that would make the object rounded not this "edged", would not hurt that much. All I say - this is toooo few. But again, its your project and just my opinion. Your project, your way.
Good luck, Iam out.
The model doesnt need that many more polygons it just needs more around the main disc........
if you double the slices there you should be OK !
Peter
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Re: TOS NCC - 1701 USS Enterprise 'J.J. Abrams' Style
Postby unklejman »
I'm a little confused. The design looks like the original series Enterprise to me. The only connection to JJ Abrams I see is the anamorphic lens flares.
Re: TOS NCC - 1701 USS Enterprise 'J.J. Abrams' Style
Postby MikomDude »
theuns wrote:...looking good Moonman, so when are you going to model the Intrepid class, Voyager? Watching the original season now on DVD and loving it
Hehe, yeah, Voyager is my favorite series as well. Picard is good, Sisko.. hmm well he is a bit dull but Janeway is the best